On the Level is a series that closely analyzes individual videogame sections, examining how small moments in games can resonate throughout—and beyond—the games themselves. /// Call of Duty 4: Modern Warfare‘s (2007) writers understand brevity. Each loading screen provides a satellite image of the up
One can only sympathize with Scott Cawthon. Once a struggling game-maker, he seems concerned that, just as unexpectedly as it arrived, his recent success might disappear. So he’s been working it while it’s hot—inside two years, he’s put out six different Five Nights at Freddy’s games. But 2, 3, and
If we can associate genres and aesthetics with film-makers (John Woo and action movies; Stanley Kubrick and deep focus) IO Interactive, especially in its prime between 2002 and 2007, was a game-maker defined by concerns about player agency. By constantly placing her in restrictive and alien environm
War games have consistently failed at making me feel like an invader. Their stories, almost always, involve Western troops on top secret missions behind enemy lines—myself and my AI squad mates are supposed to be interlopers, constantly vulnerable amid a foreign, hostile environment. And yet, we mas
Grand Theft Auto V (2013) is a confidence trick; Rockstar is a fraud. They tell people to distrust capitalism and suspect politics—the entire world, and all its peoples, are venal. In the same breath, they promise sanctuary. “Are you young? Are you angry? Are you an iconoclast, too? Then Rockstar an